Walkthrough

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This guide contains major spoilers read at your own risk
(you have been warned)
Complete Walkthrough
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Star Wars: Knights of the Old Republic II
Walkthrough
Created By: Kelton
Email: [email protected], [email protected]
AIM: albinoblakshe3p
Version 0.4
WEBSITES LOCATED:
www.gamefaqs.com
http://www.cheatcc.com/
http://www.xbox-hq.com
http://www.themodgod.com
IF YOU WOULD LIKE TO PUT THIS ON YOUR SITE, PLEASE EMAIL ME.
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Table Of Contents
< --------------- >
I. Introduction (complete)
II. Version History (working)
III. Character bios (complete)
IV. Classes (complete)
V. Walkthrough (working)
VI. Weapons (complete)
VII. Armor (complete)
VIII. Miscellaneous items (upcoming)
IX. Upgrades (upcoming)
X. Forms (upcoming)
XI. Force Powers & Feats (upcoming)
XII. Team members (dialogue and Jedi) (upcoming)
XIII. Special Thanks and Disclaimer (complete)
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///\\\///\\\///\\\///\\\///\1. Introduction///\\\///\\\///\\\///\\\///\\\///
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This is my first attempt at a guide and I think I picked one of the hardest I
could. Oh well. This is the guide for Star Wars: Knights of the Old Republic
The Sith Lords. Ok lets get started. Currently I am also going back and forth
from my mother to father so it may take a little longer then normal.
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///\\\///\\\///\\\///\\\///\2. Version History///\\\///\\\///\\\///\\\///\\\
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Version 0.4
Dec. 28, 2004
Started Faq
Added ASCII Text
Added Introduction
Added Table of Contents
Finished Character Bios
Finished Classes
Finished Up To Peragus
Started Armor
Version 0.6
Jan. 2, 2005
Completed Armor
Completed Weapons
Finsished Peragus
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///\\\///\\\///\\\///\\\///\3. Character Bios///\\\///\\\///\\\///\\\///\\\
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T3-M4 (Expert Droid)
T3 is an expert droid with great intelligence and good ranged combat.
He can create computer spikes and be used as a portable workbench. You can
upgrade T3, which boosts his stats, if your computer use and repair skill
are high enough but also requires influence with the droid. If you are going
to use T3 in combat you might want to add his attribute points to dexterity.
T3 is a droid so he can’t be healed by regular means (medpacs, heal, etc.)
so you must use repair kits.
Starting level: Level 3 expert droid.
Starting equipment: Droid shock arm & Mining laser
Starting attributes: Strength (Str) 10, Dexterity (Dex) 15, Constitution
(Con) 14, Intelligence (Int) 16, Wisdom (Wis) 10, Charisma (Chr) 10,
Vitality (Vit) 30, Defense (Def) 14, Fortitude (Fort) 3, Reflex (Ref) 5,
Will 1.
Starting stats: computer use-6, demolitions-2, awareness-2, repair-6,
security-6.
Kreia (Jedi Consular)
She may be one of the most annoying characters in my opinion but never the
least she will be your teacher. When she is in your party she gives your
team a small boost to your experience. Kreia and yourself soon develop a
bond called force chain which means whatever force power is effecting her
also affects you. She will offer to make you a prestige classes
(see section 6). Kreia has low defense, cannot wear armor, and lets
face it her melee sucks seeing as she only has one hand.
Starting level: Level 3 Jedi Consular
Starting equipment: clothing
Starting attributes: Str 10, Dex 16, Con 16, Int 14, Wis 16, Chr 12,
Vit 36, Force 49, Def 16, Fort 6, Ref 5, Will 6.
Starting stats: stealth-5, awareness-6, persuade-5, treat injury-6.
Atton Rand (Scoundrel & Jedi Sentinel)
Atton Rand is a very unique character with two very awesome feats.
Survival, which makes him tougher, the more he’s hurt. This means you
should wait to heal him and don’t go beyond half health during combat.
Spirit, which means he gets up after his health reaches zero. An
effective strategy is to attack with just Atton and wait for him
to kill everyone. Atton is very ineffective at melee so add all attribute
points to dexterity and use him as a ranger. As he becomes a Jedi give him
a double bladed lightsaber for melee combat.
Starting level: Level 3 scoundrel
Starting equipment: Atton’s ribbed jacket
Starting attributes: Str 12, Dex 16, Con 14, Int 10, Wisdom 10,
Chr 12, Vit 24, Def 19, Fort 5, Ref 8, Will 3.
Starting stats: computer use-3, demolitions-4, stealth-4,
awareness-5, security-5
Bao-Dur (Tech Specialist & Jedi Guardian)
Bao-Dur maybe the most helpful character in the game as he builds
your lightsaber. He is most powerful in close combat. His first
feat that helps is repulsor strike which ads extra electrical damage
after each hit. His second is shield breaker that destroys all shields
personal or a barrier. He has a remote running around with him that
will back him up in a fight. I recommend the Krath Holy Battle Armor
until he becomes a Jedi. Once you get your droids Bao-Dur will, from time
to time, fix them up. He also gives you shields.
Starting level: Level 6 Tech Specialist
Starting equipment: A floating attack droid by the name of remote
Starting attributes: Str 14, Dex 10, Con 14, Int 15, Wis 14,
Chr 10, Vit 48, Def 10, Fort, 5, Ref 4, Will 6.
Starting Stats: computer use-9, demolitions-9, stealth-1,
awareness-8, repair-9, security-9, treat injury-4
Choice Character!!!
Handmaiden (Soldier & Jedi Guardian)
To get Handmaiden!!!YOU MUST BE A MALE CHARACTER!!!
She is an echani which means she gets echani strike that is awesome
when she is unarmed. In the beginning her dexterity (ranged) is
higher then her strength (melee) so if you want her to be an unstoppable
unarmed force just add points to her strength.
Starting level: Level 6 soldier
Starting equipment: clothing, handmaiden’s staff
Starting attributes: Str 14, Dex 16, Con 14, Int 10, Wis 10,
Chr 14, Vit 78, Def 16, Fort 8, Ref 6, Will 3.
Starting stats: stealth-5, awarness-8, treat injury-8
HOW TO GET: must be male character, she will be on your ship
after leaving Telos
Or
Disciple (Soldier & Jedi Consular)
To get Disciple!!!YOU MUST BE A FEMALE CHARACTER!!!
He is currently studying on Dantooine and knows some secrets about
your character but if you want him to reveal those secrets you need to
gain influence. He has a pretty high dexterity so this should mean use him
as a ranger. He gives you as many medpacs as you need and is a portable
lab station. Get his treat injury and demolitions up so you can use the
port-a-lab station to it’s full extent.
Starting level: Level 6 soldier
Starting equipment: clothing
Starting attributes: Str 14, Dex 16, Con 14, Int 10, Chr 14, Vit 78,
Def 15, Fort 8, Ref 6, Will 3.
Starting stats: stealth-5, awareness-8, treat injury-8
HOW TO GET: must be female character, he is in the underground jedi
temple enclave thing
Choice character!!!
Mira (Scout & Jedi Guardian)
To get Mira!!!YOU MUST GO GOOD OR NUETRAL WHILE ON NAR SHADDAA!!!
I think she is better then the wookie because she can become a jedi and
uses a wrist rocket/grenade/dart launcher. Her dexterity is very high so
she should be used as a ranged fighter. Once she becomes a jedi just keep
her at range and use her powers.
Starting level: Level 6 Scout
Starting equipment: Mira’s ballistic mesh jacket, Wrist launcher
Starting attributes: Str 10, Dex 16, Con 12, Int 14, Wis 11, Chr 10,
Vit 54, Def 19, Fort 6, Ref 8, Will 5
Starting stats: demolitions-6, stealth-6, awareness-6, security-6,
treat injury-6
HOW TO GET: Be light or neutral during your time in Nar Shaddaa.
OR
Hanharr (Wookie Scout)
To get Hanharr!!!YOU MUST BE ON THE DARKSIDE WHILE ON NAR SHADDAA!!!
The wookie will destroy anyone hand to hand although he can be used as a
ranger. He can’t wear armor on his head or body but his wookie feats make
up for it. Wookie toughness helps Hanharr take less damage and more
vitality per level. Wookie fury will send him into a mad rage that will
destroy anyone in his way.
Starting level: Level 4 scout
Starting equipment: 2 Ryyk blades
Starting attributes: Str 20, Dex 13, Con 20, Int 10, Wis 12,
Chr 8, Vit 60, Def 11, Fort 9, Ref 5, Will 5.
Starting stats: demolitions-6, awareness-6, repair-4, treat injury-5
HOW TO GET: Be extremely dark during your time in Nar Shaddaa.
HK-47 (Combat Droid)
To reactivate droid you must get the 4 parts for HK. 1- HK-50 droid
remains on Peragus mining facility. 2- Nar Shaddaa refugee landing pad,
buy from Kodin. 3- HK-50 remains in Vogga’s warehouse. 4- Onderon western
square, buy from 1b-8d. HK is best used as a ranger. Note: equip him with
the assassin rifle for maximum effect.
Starting level: Level 6 combat droid
Starting equipment: blaster rifle
Starting attributes: Str 16, Dex 16, con 10, Int 14, Wis 12,
Chr 10, Vit 72, Def 19, Fort 5, Ref 5, Will 3.
Starting stats: demolitions-5, awareness-5, repair-6
HOW TO GET: install the 4 parts into HK who is found in the storage
compartment of the Ebon Hawk
Mandalore (soldier)
Mandalore although usually is a ranger should be used as a melee person.
Continually upgrade his strength and give him melee feats. Before his fights
always put in the strength implant. Upgrade his armor and give him some
awesome weapons and he will become unstoppable.
Starting level: Level 6 soldier
Starting equipment: blaster rifle
Starting attributes: Str 15, Dex 12, Con 15, Int 12, Wis 12, Chr 12,
Vit 65, Def 23, Fort 6, Ref 2, Will 2.
Starting stats: stealth-2, awareness-5, persuade-2, treat injury-9
Visas Marr (Jedi Sentinel)
If you are about 25% light or dark take a quick visit to your ship,
you may be attacked by this jedi. After fighting her she will be your
new companion. If you talk to her enough she will teach you force sight.
This means if you go into 1st person you can see people behind walls and
stuff. Add finesse lightsaber and then add to her dexterity so she can use
her lightsaber more effectively.
Starting level: Level 6 jedi sentinel
Starting equipment: clothing, Visas Marr’s lightsaber
Starting attributes: Str 12, Dex 18, Con 12, Int 10, Wis, 12, Chr 15,
Vit 30, Force 24, Def 18, Fort 6, Ref 9, Will 4.
Starting stats: stealth-9, awareness-9, treat injury-9
G0-T0 (Expert Droid)
You aquire this strange droid after blowing up GOTO's yacht. He is a
ranger/stealth droid. He has a personal cloaking shield and a droid
scrambler that can turn droids on each other. All of his attribute
points should be put in Dexterity.
Starting level: Level 4 expert droid
Starting equipment: G0-T0 targeting module, Droid Nueral Pacifier, Droid
Defense Barrier, Aratech Droid Oxidizer.
Starting attributes: Str 10, Dex 17, Con 12, Int 16, Wis 10, Chr 10,
Vit 54, Def 17, Fort 3, Ref 8, Will 2.
Starting Stats: Computer Use-9, Stealth-4, Awareness-5, Repair-5,
Security-9
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///\\\///\\\///\\\///\4. classes///\\\///\\\///\\\///\\\///\\\///\\\
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Jedi Consular
This is the most powerful class in terms of teammates and force powers.
Always put your attribute points into wisdom and charisma.
Your stat points are wisest invested into treat injury and persuade
while letting your friends do all the dirty work. For feats I recommend
toughness, a ranged attack, and force focus. Always keep a blaster for a
backup weapon. Make sure to choose an alignment and stick to it
but always use the universal power.
Jedi Sentinel
This is probably the easiest character to begin with. He is able to learn
a variety of skills and feats. He also levels more quickly then the others.
Pick either strength or dexterity for your preference of range or melee.
Although if you choose finesse melee weapon/lightsaber it won’t matter.
This type is an ultimate stealth specialist if you get his stealth
and demolitions up.
Jedi Guardian
This type is pure power. Again make the choice of melee or ranged.
You should boost your persuade and treat injury. Light guardians become
very useful when they learn heal cutting down on medpacs. Your feats
should be master two-weapon fighting, critical strike, power, and flurry
in that order if you chose melee. If you chose ranger you should use two
weapon fighting, power, rapid, and sniper. An early force power should be
force push.
Prestige Classes
First of all to choose a prestige class you must be level 15 and have
Visas Marr on your ship you must talk to Kreia on the Ebon Hawk. 6 choices
can be made three for light jedi and three for the dark sith.
Jedi Master
You must be light. The 3 feats you get are prestige sense, light side
enlightenment, and inspire followers. Light side enlightenment brings
the morale of your light side followers but your dark side followers are
alienated. Inspire followers makes your team lighter and increases their
combat potential (their team).
Jedi Weapon master
Choose this if you’re a jedi guardian and you want to continue their combat
skills. You get 3 feats. Deflect which sends enemy blaster fire back at
them. Level 3 is when you learn inner strength that negates some of the
damage even if an enemy hits you. The last one is increase melee damage,
which unexpectedly increases you melee damage.
Jedi Watchman
For those stealth type jedi this is your prestige class. With it comes the
awesome force camouflage, which replaces your stealth field generator. The
highlight of this class has to be the sneak attack, which although is 3
levels less powerful then the sith assassin is still awesome. This is
definitely for those jedi sentinel types.
Sith Lord
For those evil jedi that have used the force to kill this is for you. This
class also gives you prestige sense. The most powerful and evil force power
comes to this class. Force crush that does an amazing 200+ damage. You also
get crush opposition, the feat that increases your force. Dark side
corruption gives your dark companions another boost to the dark side while
pushing your weak light side teammates even closer to the light side.
Sith Marauder
The more evil path of a jedi guardian. When choosing to fight for the sith
and destroy you get the feat fury that puts your combat ability through the
roof. Of course if you’ve chosen this path you must put as much strength
boosting stuff as humanly possible. Add all this to the increase combat
damage feat and your unstoppable.
Sith Assassin
For those sneaky players who sneak in and launch the surprise attack this is
for you. This class also learns the Uber stealth techniques force camouflage
and sneak attack. Force camouflage replaces a stealth generator and boosts
your stealth skill. Sneak attack is upgraded until level 10. This is the
most powerful sneak attack.
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///\\\///\\\///\\\///\\\///\5. Walkthrough///\\\///\\\///\\\///\\\///\\\///
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I will setup my guide going through the main quest and then after the main
quest on a certain level I will add the side quests. When you see a start
sidequest scroll to the bottom to figure out how. I will do the light side and
then the dark side for planets with 2 plots like Telos
Also I will show where to get light/dark side points. The order of planets
I took was Nar Shaddaa, Onderon, Dantooine, and then Korriban.
Prologue
Side quests can be done at anytime before going to the galaxy map but should
be done after doing everything but going to the galaxy map.
To skip the prologue at any time just return to the cockpit. The main
mission is for you, T3-M4, to fix the Ebon Hawk and get it to Peragus. First
thing is to go to is the communications room where you should take the
computer spike, slice the computer next to the container, and then open the
main hold from this computer screen. While cruising through the hold area
search for bodies, droids, and containers. You should find a woman’s body
with a locker key on it. Go into the cargo hold and open the locker with
the key card also open the low security door to the south of the room. Use
the lift you find on the other side to get to the outer hull. Approach the
bubble type things carefully as they are mines. Recover these and drive
around the top getting any items you find. Note: when you find the exposed
wiring open the door. Now go to the engine room on the south side of the
Ebon Hawk and blow open the door with the mines you recovered from the top of
the Ebon Hawk. Now go to the sparking hyperdrive and use your 5 parts to rig
it. Go back to the cockpit and access the galaxy map and head off to Peragus.
Side Quest 1 Begin (Save the Jedi)
Go to the medical bay and use your security to open the container now use one
of the medpacs on your jedi.
Side Quest 1 Ends
Side Quest 2 & 3 Begin (Repair 3C-FD & Garage Access)
Find one part and fix up 3C-FD in the cargo hold, he is very useful in some
of the other quest. Now enter single mode and go to the airlock with T3-M4
now switch to 3C-FD go onto the computer in the main hold and close the inner
airlock then open the outer airlock. Switch back to T3 and enter the airlock.
Again go back to 3C close the outer airlock and open the inner airlock. Go to
T3 and explore the garage area making a repair kit or medpacs on the
workbench. Also if you used the sparking wires on the top of the hull you can
explore further and grab some more items from the starboard dormitory.
Finished Prologue.
Peragus
When you awaken you fall out of the kolto tank. Anytime you are injured come
back here to get healed. Start quests Recent History and Medical Bay Murders
in the laboratory that is your next stop. Search the room and open the nearby
door if you can. Use the terminal to open the storeroom if you couldn’t
before and the morgue. Now search the body in the back and grab the plasma
torch, this baby will bash through almost any door. As you start to walk out
Kreia will awaken and begin a conversation. She tells you to find information
, clothes, and survivors. Talk to her kindly and you will get light side
points or say stuff like, “Get out of my way or you’ll end up like these
corpses” and you’ll get dark side points. Now go out of the morgue and bash
through the door at the end of the hall. Search the dead bodies and find the
vibrosword. Now equip and go in the next room to kill the droids. If you look
through the security terminal logs the miner had a plan to use the stealth
field generator belt to sneak past the droids and find the terminal to disable
them all or you can take the harder path and cut through them with your
vibrosword. The terminal is in the room after you destroy the 3 droids.
Here you get a new force power, Precognition, which allows you to see ahead
into dangerous situations. Anytime this happens save. You sense 3 droids in
the next room after the terminal. You can go in there and kill them all with
your blade or throw an ion grenade and take them out. In the big room find the
console and turn the droids and prison guard off. Now go into the prison
you turned off. Start quest Galactic history. Speaking with Atton can get you
light or dark points. Speak to him kindly for light or with hate for the dark
side. Once Atton can’t get anything from the console try it yourself and open
communications with the hanger bay. You are now T3-M4 and your mission is to
find a way to unlock the emergency administration level doors. Note: when
using T3 anytime is a good time forhis droid shock arm, which grows in power
as he does. Roll around looking for items in the room but once you’re done
take the east security door. Now you’re at the sublevel fuel depot. Kill
everything in the area searching the remains for mines and such. Once you get
a mine go back to the beginning room and blow open the door with a mine like
in the prologue. Go south to the hanger bay and use the console to open the
door to the fuel depot. Check the captain’s log if you want I never did. Now
go through the eastern door you just opened. Roll down the hall destroying
those pesky droids and go into the elevator at the end. Now we’re back in the
fuel depot. Head down the narrow hallway and find the console to end the
lockdown. AS T3 turns around an ion beam hits him, which is bad. Someone else
is there. Again here I think you can get light or dark side points through
your responses. Once you go into the tunnels that are in a room west of the
main hold. Atton gives you a comlink and warns you of the dangers in the
mining tunnels. Once down the elevator thieve what ever is in the supply can
and equip it. When you come upon the broken droid you can fix it to fight for
you if you have the parts and the skills. Go through the tunnel picking up
the mines if you can. Once at the steam filled tunnel part equip and
activate the telos mining shield and run through the steam. Now as your
fighting you will see little floating balls. These are Maintenance droids
destroy them first and from a distance. After a while you come out of the
tunnels and find a central copmuter controller. Here if your computer skill
is good enough you can turn the droids off or against each other but if it's
not just raise the temperature to blind them. Now turn off the containment
fields and look for items. Once done take the elevator in the southeast
corner. After getting off the elevator you meet HK-50, the first one.
Before speaking to him go across the hall and explore the other room. You
should find a sonic sensor (a voice recorder) in a container. Go back to HK
and ask about getting into the dormitory section. Hopefully you have high
persuade skill because if you do you can get him to speak the code, if not
you must get 3 parts recorded: 1. from the man's dying words, 2. the terminal
by the airlock, 3. the terminal in the administration security room. With the
code head to maitenance station by the elevator going to the administration
level. Now at the terminal play the voice and open the airlock seal. Blow up
the floating mines with a blaster and grab the space suit in the locker next
to the airlock. Now open the outer airlock door. Walk along the outside and
Atton will call you for an amusing little conversation. He says that the
Harbringer, a republic cruiser, is coming. After the long docking sequence
continue onto the end of the catwalk. After entering destroy the droids and
go through the door. Find the workbench and put an ion upgrade on the
vibrosword you use. Keep walking and you should find a corpse. He will say
that the fire extinguishers only reach within the room so kill them with
blasters or grenades. Go past the dormitory entrance and go to the cafeteria
killing the droids. Get the breath mask from the kitchen and equip it grab all
of the other items and head to the dormitories. You can either disable the
ventilation system from a terminal in the hall way or just keep your breath
mask on. If you found the miner's log in the cafeteria then a hidden
compartment will appear in one of the rooms. Blow doors open with mines you
have found. You can use the log's to figure out what happened but it's not
important. Go to the turbolift console to find out how Coorta and his bodies
were destroyed. The Code for the terminal is 7 5 13 17 3. You can slice
or smash the terminal but this gives you much less exp. After stepping out of
the elevator you meet up with Kreia who joins your party. Her message is to
go to the Harbringer and fast. I recommend saving and leveling up the old
shrew. Now go to the room you met Atton (the big room not the jail). Him and
Kreia have their first fight of many and now Aton is a party member. Ok
finally we're going to the Harbringer but wait, you meet HK the assassain
droid. He goes through his diabolical yet intelligent plan that it used to
kill the minors. Now the good part killing HK. 1st kill the mines, 2nd) if
you have use stun droid, 3rd) throw ion grenades, 4th) run away once
you bring its health to 0. This fight really isn't that hard just use
medpacs and close combat if you have to. After defeating HK grab his
remains to get a random HK part. Now go into the ship that docked, The
Harbringer. I recommend exploring the whole ship before entering the
engine deck. Atton says that there's a flaw in your plan, to navigate through
the astroid field you need the orbital drift charts. Head to the bridge and
use the terminal in the back of the room to download the data. Now you must
deal with the invisible killers mentioned in the logs. They are sith
assassains, to defeat them keep your party close together and kill the
closest first. Make your way to the crew quarters and look around a scene will
be triggered explaining that was your room, head in there and grab all the
items. Go to the medical bay grabbing all the items and chemicals. You can
repair the droid to heal you as you fight or just leave it there. Also make
use of the kolto tank to heal your helath to full. Continue exploring and
killing sith, once you've finished head through to the engine deck. Darth Sion
now appears and Kreia goes off to fight him alone. Go down to the fuel depot no
worries no more enemies attack you. Once at the fuel depot you start grabbing
your head and shaking. This is because of Kreia's force chain. Now as you walk
you get T3 back in your party, Yay!!!. Equip and level him up now. Make sure
to grab the remains in the fuel pipe. Now go into all three of the fuel rooms.
Disarm the mines and kill all the enemies making sure to take down the
maitenance droids first. Now go up the ramp near the back of the fuel depot.
Destroy the droids on top of the ramp and head to the docking bay. Goto the
Docking bay console using T3 to repair it and open the door to the hanger.
Destroy the droids and recover the mines before going down the ramps. Now
go to the decontamination chamber and turn off the vents. If you don't have
enough spikes have T3 create them for you. Now slice the door. Look through
the hanger for items before you leave and now board. Before blasting off shoot
the sith fighters because the more that make it past the more you have to
fight. After killing the sith you blast off into space.
Ebon Hawk Flight To Telos
You can chose to get lightside or darkside points. Ls by trying to outrun the
shots or Ds by firing on the asteroids. While taking with your freinds you can
lean towards the dark or light side depending on your answers. After the
conversation Kreia goes to her room in the Port Dormitory. Atton suggest you
talk to her. Again at Kreia you can gain more light or dark side and influence.
After that Go to the cockpit and head for Telos.
Telos
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///\\\///\\\///\\\///\\\///\6. Weapons///\\\///\\\///\\\///\\\///\\\///\\\/
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After dialogue
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///\\\///\\\///\\\///\\\///\7. Armor///\\\///\\\///\\\///\\\///\\\///\\\///\\
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Key:
RFP = Regenerate Force points DI = Damage Immunity
FI = Force Immunity RT = Restricted to DS = Dark Side LS = Light Side
DEX = Dexterity CHA = Charisma STR = Strength WIS = Wisdom
CON = Constitution INT = Intellegence MDEXB = Max DEX bonus
SF = Saves Fortitude DR = Damage Resistance
Jedi Armor
-Padawan Robe - DEF 1
-Dark Padawan Robe - DEF 1
-Jedi Robe - DEF 1, RFP 1
-Dark Jedi Robe - DEF 1, RFP 1
-Gray Jedi Robe - DEF 1, CHA +2, RFP 1
-Jedi Knight Robe - DEF 2, RFP 1
-Dark Jedi Knight Robe - DEF 2, RFP 1
-Jedi Master Robe - DEF 3, RFP 1
-Dark Jedi Master Robe - DEF 3, RFP 1
-Baran Do Novice Robe - DEF 1, DI 10% vs DS, DI 10% vs LS, WIS +1
-Baran Do Sage Robe - DEF 2, DI 20% vs DS, DI 20% vs LS, WIS +4
-Matukai Apprentice Robe - CON +1, DEX +1, STR +1
-Matukai Adept Robe - DEF 1, CON +2, DEX +2, STR +2
-Zeison Sha Initiate Armor - DEF 4, MDEXB +4, SF +1
-Zeison Sha Warrior Armor - DEF 5, MDEXB +4, SF +1
-Jal Shey Neophyte Armor - DEF 3, MDEXB +4, Persuade +1, CHA +1
-Jal Shey Mentor Armor - DEF 4, MDEXB +4, Persuade +1, CHA +4, WIS +1
-Jal Shey Advisor Armor - DEF 3, MDEXB +4, Persuade +1, CHA +2, WIS +1
-Norris Robe - DEF 2, DI 20% vs Energy
-Ossus Keeper Robe - DEF 1, CHA +2, INT +4, WIS +4
-Natth Cowling - DEF 3, RT DS, STR +3
-Jolee's Robe - DEF 3, RT Neutral, RFP 1
-Handmaiden's Robe - DEF 3, CHA +2, Only Handmaiden
-Arca Jeth's Robe - DEF 2, RT LS, WIS +2, RFP 3
-Aleema Keto's Robe - DEF 3, RT DS, STR +2, WIS +4. RFP 1
-Sylvar's Robe - DEF 2, RT LS, DR 15 vs DS, DR 15 vs Energy
-Thon's Robe - DEF 3, RT LS, Bonus Feats: Force Focus, Force Immunity, Stun,
Force Jump
-Cardo's Robe - DEF 2, RT DS, STR +6, CON -2
-Nomi's Robe - DEF 3, RT LS, WIS +4, RFP 3
-Darth Malak's Armor - DEF 7, MDEXB +4, RT DS, STR +1, Regeneration +2
Light Armor:
-Light Combat Suit - DEF 3, MDEXB +5
-Combat Suit - DEF 4, MDEXB +5
-Mandalorian Combat Suit - DEF 3, MDEXB +5, DI 10% vs Bludgeoning, Piercing,
and Slashing
-Mandalorian Heavy Suit - DEF 5, MDEXB +5, DI 10% vs Bludgeoning, Piercing,
and Slashing
-Heavy Combat Suit - DEF 5, MDEXB +4
-Zabrak Combat Suit - DEF 5, MDEXB +5
-Zabrak Battle Armor - DEF 6, MDEXB +4, DR 20 vs Cold
-Zabrak Field Armor - DEF 7, MDEXB +4, DR 30 vs Cold
-Massassi Ceremonial Armor - DEF 5, MDEXB +5, Immunity: Critical Hits
-Reinforced Fiber Armor - DEF 7, MDEXB +4
-Electromesh Suit - DEF 6, MDEXB +7, DR 5 vs Energy
-Bonadan Alloy Heavy Suit - DEF 6, MDEXB +4
-Echani Light Armor - DEF 5, MDEXB +5, DR 15 vs Fire
-Echani Shield Suit - DEF 7, MDEXB +4, DI 10% vs Electrical and Energy
-Armored Flight Suit - DEF 5, MDEXB +4, DR 20 vs Cold
-Ubese Enviroment Suit - DEF 5, MDEXB +4, Dr 10 vs Cold, Fire, Electrical,
and Energy
-Ulic Qel-Droma's Mesh Suit - DEF 8, MDEXB +4, DR 20 vs Cold and Fire
Medium Armor:
-Military Suit - DEF 6, MDEXB +3
-Sith Battle Suit - DEF 7, MDEXB +7
-Light Battle Armor - DEF 7, MDEXB +2
-Bronzium Light Battle Armor - DEF 8, MDEXB +2
-Powered Light Battle Armor - DEF 8, MDEXB +2, DR 25 vs Sonic, STR +1
-Electromesh Armor - DEF 7, MDEXB +6, DR 10 vs Energy
-Echani Battle Armor - DEF 7, MDEXB +3
-Cinnagar War Suit - DEF 7, MDEXB +3, DR 15 vs Sonic
-Heavy Cinnagar War Suit - DEF 9, MDEXB +3, DR 20 vs Sonic
-Krath Heavy Armor - DEF 9, MDEXB +2
-Krath Holy Battle Suit - DEF 9, MDEXB +2, DR 15 vs Cold, Fire, and Sonic
-Verpine Fiber Mesh - DEF 8, MDEXB +3
-Verpine Fiber Ultramesh - DEF 10, MDEXB +3
-Exar Kun's Light Battle Suit - DEF 9, MDEXB +3
-Jamoh Hogra's Battle Armor - DEF 11, MDEXB +2, Immunity: Critical Hits,
STR +1
Heavy Armor
-Battle Armor - DEF 8, MDEXB +1
-Powered Battle Armor - DEF 9, MDEXB +1, STR +1
-Heavy Battle Armor - DEF 9
-Durasteel Heavy Armor - DEF 9
-Mandalorian Battle Armor - DEF 11, DR 25 vs Electrical
-Mandalorian Heavy Armor - DEF 12, Immunity: Stun, Horror, Fear
-Mandalorian Assault Armor - DEF 13, DR 25 vs Cold, Fire
-Mandalore's Armor - DEF 11, DR 25 vs Electrical
-Echani Heavy Armor - DEF 10, MDEXB +1
-Verpine Zal Alloy Mesh - DEF 12, MDEXB +1, DR 25 vs Cold, Fire, Sonic
-Corellian Powersuit - DEF 10, MDEXB +1, STR +2
-Iotran Braceman Armor - DEF 11, MDEXB +1, Bonus Feats: Precise Shot I,
Targeting I
-Matrix Armor - DEF 13, DR 5 vs Energy
-Felenar Armor - DEF 11, MDEXB +4
-M'UHK'GFA - DEF 8, MDEXB +1, DR 5 vs Energy; 10 vs Bludgeoning, Piercing,
and Slashing
Other:
-Clothing
-Atton's Ribbed Jacket - DEF 4, Saves: All +2, Only Atton
-Mira's Ballistic Mesh Jacket - DEF 5, MDEB +4, DR 5 vs Bludgeoning, Piercing,
Slashing; Only Mira
-Dancer's Outfit - Persuade +2, Only Handmaiden, Mira, and Female Player
-Miner's Uniform - DEF 1
-Space Suit
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///\\\///\\\///\\\///\\\///\8. Items///\\\///\\\///\\\///\\\///\\\///\\\///
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After Armor
_____________________________________________________________________________
///\\\///\\\///\\\///\\\///\9. Upgrades///\\\///\\\///\\\///\\\///\\\///\\\
_____________________________________________________________________________
Key:
DEF = Defense DI = Damage Immunity DR = Damage Resistance STR = Strength
AM = Attack Modifier DEX = Dexterity MDEXB = Max DEX Bonus
PR = Pre Requirements to build
Armor Upgrades: Overlay:
Heat Shielding Mark I - DI 10% Fire, PR Repair (2)
Heat Shielding Mark II – DI 15% Fire, PR Repair (10)
Heat Shielding Mark III – DI 20% Fire, DR 5 vs Fire, PR Repair (18)
Heat Shielding Mark IV – DI 25% Fire, DR 10 vs Fire, PR Repair (26)
Armorply Plating Mark I – Stealth + 2, PR Repair (3)
Armorply Plating Mark II – Stealth + 2, Reflex +1 PR Repair (11)
Armorply Plating Mark III – Stealth + 6, Reflex +1, DEX +1, PR Repair (19)
Armorply Plating Mark IV – Stealth + 8, Reflex +1, DEX +2, PR Repair (27)
Sound Dampening Overlay Mark I – DI 10% vs Sonic, PR Stealth (4)
Sound Dampening Overlay Mark II – DI 15% vs Sonic, PR Stealth (12)
Sound Dampening Overlay Mark III – DI 20% vs Sonic, DR 5 vs Sonic,
PR Stealth (20)
Sound Dampening Overlay Mark IV – DI 50% vs Sonic, DR 5 vs Sonic,
PR Stealth (28)
Ablative Plating Mark I – DEF 1, DI 10% vs Energy, DEX –1, Only Medium and
Heavy, PR Repair (5)
Ablative Plating Mark III – DEF 1, DI 25% vs Energy, DEX –1, Only Medium and
Heavy, PR Repair (13)
Ablative Plating Mark III – DEF 1, DI 30% vs Energy, DEX –1, Only Medium and
Heavy, PR Repair (21)
Ablative Plating Mark IV – DEF 1, DI 30% vs Energy, DR 5 vs Energy, DEX –1,
Only Medium and Heavy, PR Repair (29)
Energy Shielding Mark I – DI 10% vs Energy, PR Demolitions (6)
Energy Shielding Mark II – DI 15% vs Energy, PR Demolitions (14)
Energy Shielding Mark III – DI 20% vs Energy, PR Demolitions (22)
Energy Shielding Mark IV – DI 30% vs Energy, PR Demolitions (30)
Ballistic Shielding Mark I – DI 10% vs Bludgeoning, Piercing, and Slashing,
PR Demolitions (7)
Ballistic Shielding Mark II – DI 15% vs Bludgeoning, Piercing, and Slashing,
PR Demolitions (15)
Ballistic Shielding Mark III – DI 20% vs Bludgeoning, Piercing, and Slashing,
PR Demolitions (23)
Bonded Plates Mark I – DEF 1, PR Repair (8), Only Medium and Heavy
Bonded Plates Mark II – DEF 2, PR Repair (16), Only Medium and Heavy
Bonded Plates Mark III – DEF 3, PR Repair (24), Only Medium and Heavy
Bonded Plates Mark IV – DEF 3, DR 5 vs Bludgeoning, Piercing, and Slashing,
PR Repair (31), Only Medium and Heavy
Heavy Bonded Plates Mark I – DEF 2, DEX –2, PR Repair (9), Only Heavy
Heavy Bonded Plates Mark II – DEF 2, DEX –3, PR Repair (17), Only Heavy
Heavy Bonded Plates Mark III – DEF 4, DI 15% vs Energy, AM -4, PR Repair (25),
Only Heavy
Armor Upgrades: Underlay
Environment Underlay Mark I – DI 15% vs Cold and Fire, DR 5 vs Cold and Fire,
PR Demolitions (2)
Environment Underlay Mark II – DI 20% vs Cold and Fire, DR 5 vs Cold and Fire,
PR Demolitions (8)
Environment Underlay Mark III – DI 25% vs Cold and Fire, DR 5 vs Cold and Fire,
PR Demolitions (14)
Environment Underlay Mark IV – DI 30% vs Cold and Fire, DR 5 vs Cold and Fire,
PR Demolitions (20)
Environment Underlay Mark V – DI 30% vs Cold and Fire, DR 10 vs Cold and Fire,
PR Demolitions (26)
Biorestorative Underlay Mark I – Regeneration 1, PR Treat Injury (3)
Biorestorative Underlay Mark II – Regeneration 2, PR Treat Injury (9)
Biorestorative Underlay Mark III – Regeneration 3, PR Treat Injury (15)
Biorestorative Underlay Mark IV – Regeneration 3, CON +1, PR Treat Injury (21)
Biorestorative Underlay Mark V – Regeneration 3, CON +3, PR Treat Injury (27)
Armorweave Underlay Mark I – DI 10% vs Energy, PR Security (4)
Armorweave Underlay Mark II – DI 10% vs Energy, DI Attribute Damage, PR
Security (10)
Armorweave Underlay Mark III – DI 15% vs Energy, DI Attribute Damage, PR
Security (16)
Armorweave Underlay Mark IV – DI 20% vs Energy, DI Attribute Damage, PR
Security (22)
Armorweave Underlay Mark V – DI 30% vs Energy, DI Attribute Damage, PR
Security (28)
Strengthening Underlay Mark I – STR +1, PR Treat Injury (5)
Strengthening Underlay Mark II – STR +1, CON +1, PR Treat Injury (11)
Strengthening Underlay Mark III – STR +2, CON +1, PR Treat Injury (17)
Strengthening Underlay Mark IV – STR +2, CON +2, PR Treat Injury (23)
Strengthening Underlay Mark V – STR +3, CON +3, PR Treat Injury (29)
Flexible Underlay Mark I – MDEXB +1, PR Stealth (6)
Flexible Underlay Mark II – MDEXB +1, DEX +1, PR Stealth (12)
Flexible Underlay Mark III – MDEXB +2, DEX +1, PR Stealth (18)
Flexible Underlay Mark IV – MDEXB +2, DEX +2, PR Stealth (24)
Flexible Underlay Mark V – MDEXB +3, DEX +3, PR Stealth (30)
Durasteel Underlay Mark I – DR +1 vs Bludgeoning, Piercing, Slashing, PR
Awareness (7)
Durasteel Underlay Mark I – DR +2 vs Bludgeoning, Piercing, Slashing, DEX –1,
PR Awareness (13)
Durasteel Underlay Mark I – DR +3 vs Bludgeoning, Piercing, Slashing, DEX –2,
PR Awareness (19)
Durasteel Underlay Mark I – DR +4 vs Bludgeoning, Piercing, Slashing, DEX –3,
PR Awareness (25)
Durasteel Underlay Mark I – DR +5 vs Bludgeoning, Piercing, Slashing, DEX –3,
PR Awareness (31)
_____________________________________________________________________________
///\\\///\\\///\\\///\\\///\10. Forms///\\\///\\\///\\\///\\\///\\\///\\\//
_____________________________________________________________________________
After Upgrades
_____________________________________________________________________________
///\\\///\\\///\\\///\\\///\11. Force Powers & Feats///\\\///\\\///\\\///\\
_____________________________________________________________________________
After Forms
_____________________________________________________________________________
///\\\///\\\///\\\///\\\///\12. Dialogue///\\\///\\\///\\\///\\\///\\\///\\
_____________________________________________________________________________
After walkthrough
_____________________________________________________________________________
///\\\///\\\///\\\///\\\///\13. Disclaimer & Thanks///\\\///\\\///\\\///\\\//
_____________________________________________________________________________
Special Thanks to all the Contributors and their findings as of no one yet
Thanks to me for writing this FAQ.
Thanks to you for reading it.
Thanks to Obisidian for making another great KotOR game.
Massive Thanks to GameFAQs for allowing the posting of this FAQ.
Thanks to "Rod Fencl" <[email protected]> for contributing the armor section
and the upgrades.
Thanks to "Andres Garcia" <[email protected]> for reminding me about G0-T0
This document is copyright (c) 2004, All Rights Reserved. Any content
herein belongs to its respective owner, and may not be used unless by
asking the current owner.